Majic Nights: Difference between revisions

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==Character generation==
==Character generation==
20 points to be distributed, nothing more then 5 to start with.  
20 points to be distributed, nothing more then 5 to start with.  
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling. Also pick a minor arcana of the tarot for your character. Pick 3 skills (narrowly defined so pistol shooting instead of fighting, ect) you are good at +3 on d10, 5 skills you are decent at +1.    <br>
You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling. Also pick a major arcana of the tarot for your character. Pick 3 skills (narrowly defined so pistol shooting instead of fighting, ect) you are good at +3 on d10, 5 skills you are decent at +1.    <br>
'''Char Stats'''
'''Char Stats'''
:Strength  
:Strength  

Latest revision as of 12:29, 2 April 2025

Trust No One


Game premise

You start off as normal people who quickly find themselves via fate to be in a nexus of event of the supernatural and the realm of conspiracy theories. As the game goes on they will find themselves changing and adapting into the realm of the supernal, MiB, ghosts, greys, and of course, yetis.

Character generation

20 points to be distributed, nothing more then 5 to start with. You also start with 2 specialties of things you are really good at, which will double the relevant stat when rolling. Also pick a major arcana of the tarot for your character. Pick 3 skills (narrowly defined so pistol shooting instead of fighting, ect) you are good at +3 on d10, 5 skills you are decent at +1.
Char Stats

Strength
Dexterity
Wits
Integrity
Charisma
Perception

Conjecture has become facts, and rumors has become history